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This commit does 3 things at once (3 squashed commits) as required to make sure the commit doesn't break things. 1. convert to nir at compile time 2. enable full nir linking 3. switch standalone compiler to nir linker Acked-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31137>
463 lines
17 KiB
C++
463 lines
17 KiB
C++
/*
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* Copyright © 2008, 2009 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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#include <getopt.h>
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/** @file standalone.cpp
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*
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* Standalone compiler helper lib. Used by standalone glsl_compiler and
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* also available to drivers to implement their own standalone compiler
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* with driver backend.
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*/
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#include "ast.h"
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#include "glsl_parser_extras.h"
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#include "ir_optimization.h"
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#include "program.h"
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#include "standalone_scaffolding.h"
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#include "standalone.h"
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#include "util/set.h"
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#include "gl_nir_linker.h"
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#include "glsl_parser_extras.h"
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#include "builtin_functions.h"
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#include "main/mtypes.h"
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#include "program/program.h"
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static const struct standalone_options *options;
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static const struct nir_shader_compiler_options nir_vs_options = { 0 };
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static const struct nir_shader_compiler_options nir_fs_options = { 0 };
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static void
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initialize_context(struct gl_context *ctx, gl_api api)
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{
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initialize_context_to_defaults(ctx, api);
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_mesa_glsl_builtin_functions_init_or_ref();
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ctx->Version = 450;
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ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].NirOptions =
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&nir_fs_options;
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ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT].NirOptions =
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&nir_vs_options;
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/* The standalone compiler needs to claim support for almost
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* everything in order to compile the built-in functions.
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*/
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ctx->Const.GLSLVersion = options->glsl_version;
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ctx->Extensions.ARB_ES3_compatibility = true;
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ctx->Extensions.ARB_ES3_1_compatibility = true;
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ctx->Extensions.ARB_ES3_2_compatibility = true;
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ctx->Const.MaxComputeWorkGroupCount[0] = 65535;
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ctx->Const.MaxComputeWorkGroupCount[1] = 65535;
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ctx->Const.MaxComputeWorkGroupCount[2] = 65535;
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ctx->Const.MaxComputeWorkGroupSize[0] = 1024;
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ctx->Const.MaxComputeWorkGroupSize[1] = 1024;
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ctx->Const.MaxComputeWorkGroupSize[2] = 64;
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ctx->Const.MaxComputeWorkGroupInvocations = 1024;
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ctx->Const.MaxComputeSharedMemorySize = 32768;
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ctx->Const.MaxComputeVariableGroupSize[0] = 512;
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ctx->Const.MaxComputeVariableGroupSize[1] = 512;
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ctx->Const.MaxComputeVariableGroupSize[2] = 64;
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ctx->Const.MaxComputeVariableGroupInvocations = 512;
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ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits = 16;
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ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_COMPUTE].MaxCombinedUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_COMPUTE].MaxInputComponents = 0; /* not used */
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ctx->Const.Program[MESA_SHADER_COMPUTE].MaxOutputComponents = 0; /* not used */
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ctx->Const.Program[MESA_SHADER_COMPUTE].MaxAtomicBuffers = 8;
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ctx->Const.Program[MESA_SHADER_COMPUTE].MaxAtomicCounters = 8;
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ctx->Const.Program[MESA_SHADER_COMPUTE].MaxImageUniforms = 8;
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ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformBlocks = 12;
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switch (ctx->Const.GLSLVersion) {
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case 100:
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ctx->Const.MaxClipPlanes = 0;
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ctx->Const.MaxCombinedTextureImageUnits = 8;
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ctx->Const.MaxDrawBuffers = 2;
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ctx->Const.MinProgramTexelOffset = 0;
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ctx->Const.MaxProgramTexelOffset = 0;
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ctx->Const.MaxLights = 0;
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ctx->Const.MaxTextureCoordUnits = 0;
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ctx->Const.MaxTextureUnits = 8;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 8;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 128 * 4;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 128 * 4;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits =
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ctx->Const.MaxCombinedTextureImageUnits;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 16 * 4;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 16 * 4;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
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ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
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break;
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case 110:
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case 120:
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ctx->Const.MaxClipPlanes = 6;
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ctx->Const.MaxCombinedTextureImageUnits = 2;
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ctx->Const.MaxDrawBuffers = 1;
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ctx->Const.MinProgramTexelOffset = 0;
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ctx->Const.MaxProgramTexelOffset = 0;
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ctx->Const.MaxLights = 8;
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ctx->Const.MaxTextureCoordUnits = 2;
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ctx->Const.MaxTextureUnits = 2;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 512;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 512;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits =
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ctx->Const.MaxCombinedTextureImageUnits;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 64;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 64;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
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ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
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break;
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case 130:
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case 140:
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ctx->Const.MaxClipPlanes = 8;
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ctx->Const.MaxCombinedTextureImageUnits = 16;
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ctx->Const.MaxDrawBuffers = 8;
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ctx->Const.MinProgramTexelOffset = -8;
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ctx->Const.MaxProgramTexelOffset = 7;
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ctx->Const.MaxLights = 8;
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ctx->Const.MaxTextureCoordUnits = 8;
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ctx->Const.MaxTextureUnits = 2;
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ctx->Const.MaxUniformBufferBindings = 84;
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ctx->Const.MaxVertexStreams = 4;
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ctx->Const.MaxTransformFeedbackBuffers = 4;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 64;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
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ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
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break;
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case 150:
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case 330:
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case 400:
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case 410:
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case 420:
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case 430:
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case 440:
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case 450:
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case 460:
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ctx->Const.MaxClipPlanes = 8;
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ctx->Const.MaxDrawBuffers = 8;
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ctx->Const.MinProgramTexelOffset = -8;
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ctx->Const.MaxProgramTexelOffset = 7;
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ctx->Const.MaxLights = 8;
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ctx->Const.MaxTextureCoordUnits = 8;
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ctx->Const.MaxTextureUnits = 2;
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ctx->Const.MaxUniformBufferBindings = 84;
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ctx->Const.MaxVertexStreams = 4;
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ctx->Const.MaxTransformFeedbackBuffers = 4;
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ctx->Const.MaxShaderStorageBufferBindings = 4;
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ctx->Const.MaxShaderStorageBlockSize = 4096;
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ctx->Const.MaxAtomicBufferBindings = 4;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 64;
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ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = 16;
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ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxCombinedUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxInputComponents =
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
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ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents = 128;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
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ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
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ctx->Const.MaxCombinedTextureImageUnits =
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits
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+ ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits
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+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
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ctx->Const.MaxGeometryOutputVertices = 256;
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ctx->Const.MaxGeometryTotalOutputComponents = 1024;
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ctx->Const.MaxVarying = 60 / 4;
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break;
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case 300:
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ctx->Const.MaxClipPlanes = 8;
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ctx->Const.MaxCombinedTextureImageUnits = 32;
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ctx->Const.MaxDrawBuffers = 4;
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ctx->Const.MinProgramTexelOffset = -8;
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ctx->Const.MaxProgramTexelOffset = 7;
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ctx->Const.MaxLights = 0;
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ctx->Const.MaxTextureCoordUnits = 0;
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ctx->Const.MaxTextureUnits = 0;
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ctx->Const.MaxUniformBufferBindings = 84;
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ctx->Const.MaxVertexStreams = 4;
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ctx->Const.MaxTransformFeedbackBuffers = 4;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 16 * 4;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 224;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 224;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 15 * 4;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
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ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4;
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break;
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}
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ctx->Const.GenerateTemporaryNames = true;
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ctx->Const.MaxPatchVertices = 32;
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/* GL_ARB_explicit_uniform_location, GL_MAX_UNIFORM_LOCATIONS */
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ctx->Const.MaxUserAssignableUniformLocations =
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4 * MESA_SHADER_STAGES * MAX_UNIFORMS;
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}
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/* Returned string will have 'ctx' as its ralloc owner. */
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static char *
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load_text_file(void *ctx, const char *file_name)
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{
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char *text = NULL;
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size_t size;
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size_t total_read = 0;
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FILE *fp = fopen(file_name, "rb");
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if (!fp) {
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return NULL;
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}
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fseek(fp, 0L, SEEK_END);
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size = ftell(fp);
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fseek(fp, 0L, SEEK_SET);
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text = (char *) ralloc_size(ctx, size + 1);
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if (text != NULL) {
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do {
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size_t bytes = fread(text + total_read,
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1, size - total_read, fp);
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if (bytes < size - total_read) {
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text = NULL;
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goto error;
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}
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if (bytes == 0) {
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break;
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}
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total_read += bytes;
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} while (total_read < size);
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text[total_read] = '\0';
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error:;
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}
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fclose(fp);
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return text;
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}
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static void
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compile_shader(struct gl_context *ctx, struct gl_shader *shader)
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{
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/* Print out the resulting IR if requested */
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FILE *print_file = options->dump_lir ? stdout : NULL;
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_mesa_glsl_compile_shader(ctx, shader, print_file, options->dump_ast,
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options->dump_hir, true);
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}
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extern "C" struct gl_shader_program *
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standalone_compile_shader(const struct standalone_options *_options,
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unsigned num_files, char* const* files, struct gl_context *ctx)
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{
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int status = EXIT_SUCCESS;
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bool glsl_es = false;
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options = _options;
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switch (options->glsl_version) {
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case 100:
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case 300:
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case 310:
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case 320:
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glsl_es = true;
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break;
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case 110:
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case 120:
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case 130:
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case 140:
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case 150:
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case 330:
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case 400:
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case 410:
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case 420:
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case 430:
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case 440:
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case 450:
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case 460:
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glsl_es = false;
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break;
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default:
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fprintf(stderr, "Unrecognized GLSL version `%d'\n", options->glsl_version);
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return NULL;
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}
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if (glsl_es) {
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initialize_context(ctx, API_OPENGLES2);
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} else {
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initialize_context(ctx, options->glsl_version > 130 ? API_OPENGL_CORE : API_OPENGL_COMPAT);
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}
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if (options->lower_precision) {
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for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_COMPUTE; i++) {
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struct gl_shader_compiler_options *options =
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&ctx->Const.ShaderCompilerOptions[i];
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options->LowerPrecisionFloat16 = true;
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options->LowerPrecisionInt16 = true;
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options->LowerPrecisionDerivatives = true;
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options->LowerPrecisionConstants = true;
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options->LowerPrecisionFloat16Uniforms = true;
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}
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}
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struct gl_shader_program *whole_program = standalone_create_shader_program();
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for (unsigned i = 0; i < num_files; i++) {
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const unsigned len = strlen(files[i]);
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if (len < 6)
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goto fail;
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const char *const ext = & files[i][len - 5];
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/* TODO add support to read a .shader_test */
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GLenum type;
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if (strncmp(".vert", ext, 5) == 0 || strncmp(".glsl", ext, 5) == 0)
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type = GL_VERTEX_SHADER;
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else if (strncmp(".tesc", ext, 5) == 0)
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type = GL_TESS_CONTROL_SHADER;
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else if (strncmp(".tese", ext, 5) == 0)
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type = GL_TESS_EVALUATION_SHADER;
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else if (strncmp(".geom", ext, 5) == 0)
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type = GL_GEOMETRY_SHADER;
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else if (strncmp(".frag", ext, 5) == 0)
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type = GL_FRAGMENT_SHADER;
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else if (strncmp(".comp", ext, 5) == 0)
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type = GL_COMPUTE_SHADER;
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else
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goto fail;
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const char *source = load_text_file(whole_program, files[i]);
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if (source == NULL) {
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printf("File \"%s\" does not exist.\n", files[i]);
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exit(EXIT_FAILURE);
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}
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struct gl_shader *shader = standalone_add_shader_source(ctx, whole_program, type, source);
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compile_shader(ctx, shader);
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if (strlen(shader->InfoLog) > 0) {
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if (!options->just_log)
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printf("Info log for %s:\n", files[i]);
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printf("%s", shader->InfoLog);
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if (!options->just_log)
|
|
printf("\n");
|
|
}
|
|
|
|
if (!shader->CompileStatus) {
|
|
status = EXIT_FAILURE;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (status == EXIT_SUCCESS && options->do_link) {
|
|
_mesa_clear_shader_program_data(ctx, whole_program);
|
|
|
|
whole_program->data->LinkStatus = LINKING_SUCCESS;
|
|
link_shaders(ctx, whole_program);
|
|
gl_nir_link_glsl(ctx, whole_program);
|
|
|
|
status = (whole_program->data->LinkStatus) ? EXIT_SUCCESS : EXIT_FAILURE;
|
|
|
|
if (strlen(whole_program->data->InfoLog) > 0) {
|
|
printf("\n");
|
|
if (!options->just_log)
|
|
printf("Info log for linking:\n");
|
|
printf("%s", whole_program->data->InfoLog);
|
|
if (!options->just_log)
|
|
printf("\n");
|
|
}
|
|
}
|
|
|
|
return whole_program;
|
|
|
|
fail:
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
if (whole_program->_LinkedShaders[i])
|
|
_mesa_delete_linked_shader(ctx, whole_program->_LinkedShaders[i]);
|
|
}
|
|
|
|
ralloc_free(whole_program);
|
|
return NULL;
|
|
}
|
|
|
|
extern "C" void
|
|
standalone_compiler_cleanup(struct gl_shader_program *whole_program)
|
|
{
|
|
standalone_destroy_shader_program(whole_program);
|
|
|
|
_mesa_glsl_builtin_functions_decref();
|
|
}
|